Leveling System

The beginning tier for all members. Everyone is just starting out and has little to no combat experience. There is much room for improving skills and enhancing physical abilities. It is clear that none in this tier have power capable of giving them high recognition, but that can easily change if one works hard enough. Upon reaching Level 10, a single skill is gifted as a reward for the hard work made, no munny cost. There is no munny fee due to this being the starting tier.

Capping Gift: 1 free skill

Level 1

No bonuses

-

Level 2

+50 stat points; +20 HP, +10 MP

200 words

Level 3

+50 stat points; +20 HP, +10 MP

300 words

Level 4

+50 stat points; +20 HP, +10 MP

400 words

Level 5

+50 stat points; +20 HP, +10 MP

500 words

Level 6

+50 stat points; +20 HP, +10 MP

600 words

Level 7

+50 stat points; +20 HP, +10 MP

700 words

Level 8

+50 stat points; +20 HP, +10 MP

800 words

Level 9

+50 stat points; +20 HP, +10 MP

900 words

Level 10

+50 stat points; +20 HP, +10 MP

1000 words

Tier II

The second tier in which we begin to see blossoming skill. This is typically where the average-leveled fighters are, but there is still nothing too impressive. For someone of this tier, exploring parts of their own realm is something that can be done. Going to the outside worlds would be too dangerous, however. Upon reaching Level 20, a single skill is gifted as a reward for the hard work made, no munny cost.

Capping Gift: 1 free skill

How to reach Tier II:

Reach Lv. 10 of Tier I.

Have staff approval.

Pay 1500 munny.

Level 11

+50 stat points; +20 HP, +10 MP

1100 words

Level 12

+50 stat points; +20 HP, +10 MP

1200 words

Level 13

+50 stat points; +20 HP, +10 MP

1300 words

Level 14

+50 stat points; +20 HP, +10 MP

1400 words

Level 15

+50 stat points; +20 HP, +10 MP

1500 words

Level 16

+50 stat points; +20 HP, +10 MP

1600 words

Level 17

+50 stat points; +20 HP, +10 MP

1700 words

Level 18

+50 stat points; +20 HP, +10 MP

1800 words

Level 19

+50 stat points; +20 HP, +10 MP

1900 words

Level 20

+50 stat points; +20 HP, +10 MP

2000 words

Tier III

The third tier where characters are starting to gain some recognition for their capabilities. It wouldn't be an uncommon thing for regular interactions with opposing forces to take place. While taking a step into another realm can be dangerous, it would not immediately threaten those of this level. Upon reaching Level 30, a single skill is gifted as a reward for the hard work made, no munny cost. After having capped at Level 20 of Tier II, it is required that you pay a 2500 munny fee to move onto the next Tier and Level.

Capping Gift: 1 free skill

How to reach Tier III:

Reach Lv. 20 of Tier II.

Have staff approval.

Pay 2500 munny.

Level 21

+50 stat points; +20 HP, +10 MP

3100 words

Level 22

+50 stat points; +20 HP, +10 MP

3200 words

Level 23

+50 stat points; +20 HP, +10 MP

3300 words

Level 24

+50 stat points; +20 HP, +10 MP

3400 words

Level 25

+50 stat points; +20 HP, +10 MP

3500 words

Level 26

+50 stat points; +20 HP, +10 MP

3600 words

Level 27

+50 stat points; +20 HP, +10 MP

3700 words

Level 28

+50 stat points; +20 HP, +10 MP

3800 words

Level 29

+50 stat points; +20 HP, +10 MP

3900 words

Level 30

+50 stat points; +20 HP, +10 MP

3000 words

Tier IV

The fourth tier where characters are beginning to truly grasp the ideas of outer worlds. Within this tier, skills are certainly capable of being above average; it all depends on how each individual chooses to grow. Upon reaching Level 40, a single skill is gifted as a reward for the hard work made, no munny cost.

Capping Gift: 1 free skill

How to reach Tier IV:

Reach Lv. 30 of Tier III.

Have staff approval.

Pay 3500 munny.

Level 31

+50 stat points; +20 HP, +10 MP

3100 words

Level 32

+50 stat points; +20 HP, +10 MP

3200 words

Level 33

+50 stat points; +20 HP, +10 MP

3300 words

Level 34

+50 stat points; +20 HP, +10 MP

3400 words

Level 35

+50 stat points; +20 HP, +10 MP

3500 words

Level 36

+50 stat points; +20 HP, +10 MP

3600 words

Level 37

+50 stat points; +20 HP, +10 MP

3700 words

Level 38

+50 stat points; +20 HP, +10 MP

3800 words

Level 39

+50 stat points; +20 HP, +10 MP

3900 words

Level 40

+50 stat points; +20 HP, +10 MP

4000 words

Tier V

The fifth and middle tier marking the halfway point those keeping track of their leveling growth. Within this tier are those who have become quite experienced during their journeys. And these bits of wisdom are reflecting in their abilities as warriors of light, darkness, or whatever they affiliate with. Upon reaching Level 50, a single skill is gifted as a reward for the hard work made, no munny cost. After having capped at Level 40 of Tier IV, it is required that you pay a 4500 munny fee to move onto the next Tier and Level.

Capping Gift: 1 free skill

How to reach Tier V:

Reach Lv. 40 of Tier IV.

Have staff approval.

Pay 4500 munny.

Level 41

+50 stat points; +20 HP, +10 MP

4100 words

Level 42

+50 stat points; +20 HP, +10 MP

4200 words

Level 43

+50 stat points; +20 HP, +10 MP

4300 words

Level 44

+50 stat points; +20 HP, +10 MP

4400 words

Level 45

+50 stat points; +20 HP, +10 MP

4500 words

Level 46

+50 stat points; +20 HP, +10 MP

4600 words

Level 47

+50 stat points; +20 HP, +10 MP

4700 words

Level 48

+50 stat points; +20 HP, +10 MP

4800 words

Level 49

+50 stat points; +20 HP, +10 MP

4900 words

Level 50

+50 stat points; +20 HP, +10 MP

5000 words

Tier VI

The sixth tier where characters are picking up with distancing themselves from others. No one is elite, yet, but they are getting closer and closer to that point. Their powers are to be acknowledged, for some may possess enough to pack a reasonable punch. Upon reaching Level 60, a single skill is gifted as a reward for the hard work made, no munny cost.

Capping Gift: 1 free skill

How to reach Tier VI:

Reach Lv. 50 of Tier V.

Have staff approval.

Pay 5500 munny.

Level 51

+50 stat points; +20 HP, +10 MP

5100 words

Level 52

+50 stat points; +20 HP, +10 MP

5200 words

Level 53

+50 stat points; +20 HP, +10 MP

5300 words

Level 54

+50 stat points; +20 HP, +10 MP

5400 words

Level 55

+50 stat points; +20 HP, +10 MP

5500 words

Level 56

+50 stat points; +20 HP, +10 MP

5600 words

Level 57

+50 stat points; +20 HP, +10 MP

5700 words

Level 58

+50 stat points; +20 HP, +10 MP

5800 words

Level 59

+50 stat points; +20 HP, +10 MP

5900 words

Level 60

+50 stat points; +20 HP, +10 MP

6000 words

Tier VII

By the time characters are reaching the seventh tier, they have become considerably more powerful than their past selves. Those who possess great expertise, one could say. Those of this Tier may try their hand at missions with higher difficulties, possibly returning with some trouble. Or, they might become interested in more significant ideals. Upon reaching Level 70, a single skill is gifted as a reward for the hard work made, no munny cost.

Capping Gift: 1 free skill

How to reach Tier VII:

Reach Lv. 60 of Tier VI.

Have staff approval.

Pay 6500 munny.

Level 61

+50 stat points; +20 HP, +10 MP

6100 words

Level 62

+50 stat points; +20 HP, +10 MP

6200 words

Level 63

+50 stat points; +20 HP, +10 MP

6300 words

Level 64

+50 stat points; +20 HP, +10 MP

6400 words

Level 65

+50 stat points; +20 HP, +10 MP

6500 words

Level 66

+50 stat points; +20 HP, +10 MP

6600 words

Level 67

+50 stat points; +20 HP, +10 MP

6700 words

Level 68

+50 stat points; +20 HP, +10 MP

6800 words

Level 69

+50 stat points; +20 HP, +10 MP

6900 words

Level 70

+50 stat points; +20 HP, +10 MP

7000 words

Tier VIII

The eighth tier reflecting just how much dedication individuals put into honing their skills. Reaching this rank shows how long the journey really was, as fewer weaknesses are present than before. The hearts of these warriors must certainly be burning with some sort of passion. Upon reaching Level 80, a single skill is gifted as a reward for the hard work made, no munny cost.

Capping Gift: 1 free skill

How to reach Tier VIII:

Reach Lv. 70 of Tier VII.

Have staff approval.

Pay 7500 munny.

Level 71

+50 stat points; +20 HP, +10 MP

7100 words

Level 72

+50 stat points; +20 HP, +10 MP

7200 words

Level 73

+50 stat points; +20 HP, +10 MP

7300 words

Level 74

+50 stat points; +20 HP, +10 MP

7400 words

Level 75

+50 stat points; +20 HP, +10 MP

7500 words

Level 76

+50 stat points; +20 HP, +10 MP

7600 words

Level 77

+50 stat points; +20 HP, +10 MP

7700 words

Level 78

+50 stat points; +20 HP, +10 MP

7800 words

Level 79

+50 stat points; +20 HP, +10 MP

7900 words

Level 80

+50 stat points; +20 HP, +10 MP

8000 words

Tier IX

The ninth tier, one of the uppermost tiers one can achieve through intense training. Being in possession of this masterful power would make someone a force to be reckoned with. These people are not those who should be taken so lightly, for they are capable of turning the tables for their favor. Upon reaching Level 90, a single skill is gifted as a reward for the hard work made, no munny cost.

Capping Gift: 1 free skill

How to reach Tier IX:

Reach Lv. 80 of Tier VIII.

Have staff approval.

Pay 7500 munny.

Level 81

+50 stat points; +20 HP, +10 MP

8100 words

Level 82

+50 stat points; +20 HP, +10 MP

8200 words

Level 83

+50 stat points; +20 HP, +10 MP

8300 words

Level 84

+50 stat points; +20 HP, +10 MP

8400 words

Level 85

+50 stat points; +20 HP, +10 MP

8500 words

Level 86

+50 stat points; +20 HP, +10 MP

8600 words

Level 87

+50 stat points; +20 HP, +10 MP

8700 words

Level 88

+50 stat points; +20 HP, +10 MP

8800 words

Level 89

+50 stat points; +20 HP, +10 MP

8900 words

Level 90

+50 stat points; +20 HP, +10 MP

9000 words

Tier X

The tenth and final tier fit for those who truly understand their own hearts, as well as the roles they are destined for. After a long and perilous journey across the worlds and realms, it could be said that these individuals have actually become legends. Unmatched, except by those of equal power. It's very possible that no foe goes unchallenged. Upon reaching Level 100, a final skill is gifted as a reward for the hard work made, no munny cost.

Capping Gift: 1 free skill

How to reach Tier X:

Reach Lv. 90 of Tier IX.

Have staff approval.

Pay 10000 munny.

Level 91

+50 stat points; +20 HP, +10 MP

9100 words

Level 92

+50 stat points; +20 HP, +10 MP

9200 words

Level 93

+50 stat points; +20 HP, +10 MP

9300 words

Level 94

+50 stat points; +20 HP, +10 MP

9400 words

Level 95

+50 stat points; +20 HP, +10 MP

9500 words

Level 96

+50 stat points; +20 HP, +10 MP

9600 words

Level 97

+50 stat points; +20 HP, +10 MP

9700 words

Level 98

+50 stat points; +20 HP, +10 MP

9800 words

Level 99

+50 stat points; +20 HP, +10 MP

9900 words

Level 100

+50 stat points; +20 HP, +10 MP

10000 words

Last edited by Road to Destiny on Thu May 05, 2016 5:47 am; edited 2 times in total

Accompanying the levels you train through are five stats that are used to gauge your physical abilities in combat. These stats, as seen above with the Leveling System, are raised by a specific amount for the purpose of raising the points you have in each stat. The stats that you are capable of training up include: Strength, Defense, Speed, Perception, and Reaction Time.

Strength: The physical property of a character that displays the capabilities of their muscles. This stat determines how much one can carry, and how strong their physical attacks are in combat. The higher the number, the more damage that can be dealt.

Defense: The physical property of a character that displays how much exertion their bodies can withstand. This stat determines how long they can last in combat and how much damage they can take. The higher the number, the longer they can go.

Speed: The physical property of a character that displays how fast their bodily movements are. This stat determines how quick one can travel without the aid of spells or support abilities. So, if someone has speed that is of a higher number than their opponent's, they may be able to outmaneuver them fairly well.

Perception: The physical property of a character that displays how keen one's senses are. This stat is used to determine how aware someone is concerning their surroundings, as well as seeing through enemy points and pinpointing attacks.

Reaction Time: This is the physical property of a character that is used to determine the speed at which one can react to incoming attacks. Having good speed and perception would support this stat greatly in dodging, or performing countermeasures. Overall, this stats is displaying the reflexes of someone who is looking to get ahead in a fight.

Training

As you level up, you are accumulating points that can be moved to each stat to raise them. As a result, your physical abilities are enhanced and you are permanently strengthening the body of your character. How you choose to distribute these points is all up to you. You could focus your efforts on one or two specific stats, leaving the others as they are, to gain an advantage in some kind of way. For example, after having gained 50 points, I choose to put all of those into my speed. I'd be given an advantage over some others, but they might be able to outdo me in other areas. Starting you off, your current stats have five points in them to serve as a base.

Strength: 5Defense: 5Speed: 5Perception: 5Reaction Time: 5

As stated before, you can train these however you want and find different ways to put yourself at an advantage over others. NPC characters have stats, too. So, not all of them are going to be a breeze. It all depends on where you are and what kind of enemy you are facing. After you have created your character and have gotten it approved by a staff member, you may post your stats in a journal entry where the rest of your character's information can be stored after it has all been updated.

To get the training of your stats checked and approved, you must make a post here. Posting there and having a mod's review and approval will allow you to update what has been put in the entry. It's always good to pay attention to those you may be RPing with. Why that may be is because they may have significant roles in your journey. They might be an enemy, a rival, or a party member.

Last edited by Road to Destiny on Wed May 11, 2016 8:08 pm; edited 1 time in total

Hit Points, or HP, is what we use to determine how much life we have left to continue on in combat. All enemies and characters have HP, which helps with figuring out how soon a battle will come to a close. It should be fairly easy for you to determine how many Hit Points you lose when struck by an attack, physical or magical. There are a couple different ways to calculate this, but it's a very simple concept. When your health is completely depleted, you are simply knocked out. However, if the winner of the fight chooses to do so, it is possible that it is game over for your character. Please note that when you enter another thread, and your HP has been lowered before, it automatically restores itself. To regenerate health while in combat, however, you can use potions on yourself to restore some. Then, you'll be able to keep going.

Physical: When you are hit by a physical attack, whether it be a punch, kick, or from a weapon, you lose a set amount of HP. Calculating the damage done is dependent on the strength of the one who did the hitting and the target's defense. You subtract these two numbers, and that final number you get is the amount of points you have lost. Let's put this into an example. I am fighting a Heartless that whose strength is at 25, and my defense is at 20. We fight for a bit and it happens to strike me with its claws. I'm not down, but it has done some damage to my health. By subtracting 25 and 20, I am able to conclude that I have lost 5 Hit Points. It is as simple as that.

Magical: When you are hit by a spell of some kind, and it hits you directly, you lose a set amount of HP. It is similar to how the physical attacks work, but not totally. This is not dependent on strength and defense. Each and every spell has a specific damage number, so you merely subtract that from the amount of HP you have. Here is an example for a situation concerning spell damage. I am fighting against another member in a battle and they use the spell "Fire" on me. Unfortunately, I'm not able to dodge and it hits me head on. This spell does 5 points of damage to me (my HP is at 50). So, I do some subtraction and reach the conclusion that I now have 45 HP left. Take note that not all spells are like that due to there being different levels.

You may be wondering about how many Hit Points you start out with. For everyone who is starting out, you start with 50 HP and go on from there. Leveling up allows for this to increase some. The points given to your HP, however, cannot be moved over to increase your other stats. So, when you gain here, it can only be for that. It is not possible to take, let's say, 10 points and give it to speed or strength. Look up at the tables above to know how many Hit Points you gain after a level up.

Magic Points

Magic Points, or MP, is a stat that is used for spells and abilities. For everyone, the starting amount of MP is 100 and increases by a certain number with every level up. It's just like the other stats and HP. If you have lost all of your MP while in combat, it simply means that you are unable to use any spells and/or abilities for a certain amount of time. Should this happen, you must wait a maximum of 8 posts for it to completely regenerate. During that wait, you can only resort to your physical abilities and try to hold your own before being able to utilize techniques that cost MP. Just as you can with your HP, it is possible to restore MP. By the use of an ether, you can restore some of your MP before it falls to 0, or you can reduce the amount of turns you have to wait.

Here is a complete look at your starting stats, with HP and MP included this time. Be sure that you copy and paste this where it needs to go to make it easier on yourself.